Babadook83
Babadook83
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well they choose the easier way to deal with this and its gonna back fire very badly this time
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yeah but shorten the gens to 60 seconds then ;)
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now that's a change i would love: no more skillchecks to counter the absolute boredom of doing a gen for 90 or more seconds. i wouldnt even care if the killer grapped or hit me in the mean t ime just so i could tab out from that silly gen simulation thing
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@Icaurs said:
The only reason survivors win is because of how short their objective is. Which needs to be that short to deal with camping. Killer's have the tools to deal with everything and the actual core of what draws people into DBD in the first place "the case" is heavily on the side of killer.
Killers simply have too many perks, powers and addons to completely break the fundamentals of the chase. Looking at it from that then the game is heavily killer sided. However can survivors hold M1 faster then the killer can down 12 survivors, yes. The game is survivor sided.
embrace yourself, cause the game goes from now and then fun chases to ultra short chases AND gen simulator
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That is if the killer is not totally new ofc but that goes without saying *
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swf = survivor sides , and not even close
anything else (solo Q) = depending on the skill level of the team of solo survivors, it can range to very heavy killer sided (most of time) to more or less balanced at best (less times)
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devs won't fix anything, they can increase gen time, increase gen regression (perks) shorten chases, shorten speed boost, as long as they don't bring solo Q near swf levels, this game will not even CLOSE to being balanced
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you just want easy games. got it. don't worry you're getting it sooner than later
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the kkiller mains will stop compaining once each gen takes 5 minutes to complete... i mean we're getting there slowly.
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@foodie said:
Nothing changes around here. Killer mains crying over and over about absolutely everything that doesn't make their gameplay the most skilless and easy thing to do. Devs are giving killers massive buffs whilst nurfing survivors and buffing useless perks no one will use anyway, and still killers find something to complain about.
You can't have the game be a walk in the park for the killer and an absolute hell for survivors. At the end of the day, you have 5 players each match, 4 of which will be having an unfun time whilst 1 will be running around happily like Dora the explorer. People play this game to have fun, so if you have all survivors not having any fun they will just stop playing or which to killer, then I will wish you good luck in finding any matches.
The biggest issue of the game is its massive need of more objectives to slow down the matches and make it more interesting, instead devs are going the lazy way - making gens 90 seconds. Yet another disappointing update with 0 new gameplay content, 6 years and the devs have not cared enough to add more objectives and more interesting aspects to the game. Lost potential, and the community is not even asking for it, only wanting nerfs to existing content.
you summed it up perfectly.
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funny how you people think that all these changes, that will have extended testing in the ptb, will stay as they are. Haven't you learned from the past that when people whine hard enough here, it will get changed. i'm sure every single perk we think is totally broken after het patch will get an 2nd adjustment.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3023582#Comment_3023582
Yeah, but according to what the devs are saying, it will be P4, P5 and P6 to get bloody cosmetics in the future. It will take even longer to get the full set compared to now, which would mean that it's worth it to try and get bloody cosmetics now to save time, when it's easy to rebuild stockpiles.
are you sure about that?
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a follow up question: how many perks do you need to get when you don't prestige after reaching level 50 bloodweb, to get the equivalent of prestige 3 in the new system?
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WARNING WARNING kid alert kid alert
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funny how killer mains say that iron will has no counterplay and shouldnt be in the game cause it requires no skill from the survivor's part. Yet we have aura reading perks for killers that literally say where a survivor is. talking about double standards, right??
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lol we already know the devs gonna nerf this chagne into the ground the first day the ptb hits, we all know by now how it goes. they listen to the whiners on the forum et voilaaaaa
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there is literally almost zero reason to prestige at this point. unless you're mad and want those bloody cloths. with the useless reward pending, and a stack of flans waiting in every character, there is even less reason to do it cause u will lose the double bps buff when prestiging. u better just get all the perks on the chars u didnt prestige (yet) and wait for the update
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@Peanits said:
There's one huge point you're missing with the new system: Once you've prestiged for the first time, a character's teachables are instantly unlocked at tier 1 and tiers 2 & 3 can be found in the bloodweb.
So in this hypothetical scenario where you're starting from scratch and only care about getting all perks on your Oni, you actually don't need to prestige all the others three times. You can prestige once with them and go right back to leveling up your Oni (even giving his Tier 3 perks to every other Killer in the process).
So the numbers would actually look like this:
27 * 50 = 1350 (levels to P1 all other Killers)
(84 * 2) + 39 = 207 (perk tiers to be found on your Oni)
40 of the bloodwebs will be between levels 40-50 and feature two perks.
So all in all, you'd need: 1350 + 207 - 40 = 1517 levels, the majority of which are smaller levels and not full sized level 50 ones, to get all the perks on your Oni.
And should you ever decide that Oni's not your cup of tea anymore and start working on your other Killers, you've only done an extra 57 Bloodwebs, so you haven't wasted a ton of time. The numbers very quickly start to turn in your favor after the first Killer.
where do you get the number 57 extra bloodwebs? you said earlier you needed like 40 bloodwebs between 40 and 50 (and thus including the ones at lvl 50)?
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like i stated before, all these heavy survivor nerfs gonna hit the solo survivals the most. how much time do we already waste by running after a hooked person whl another person who was also doing a gen does the same? and now with the added gen times and what not it will get only worse
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i can already hear the storm of complaints coming in when the ptb hits. boy oh boy survivors will be furious once they see how messed up these changes are
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3015221#Comment_3015221
You know the worst? They believe Calm Spirit GOT BUFFED! I mean, they think cleansing a Hex, the most important and game deciding perk Killers have, more slowly is worth not making any sound, so its like giving yourself an uncleansable 3 stack Thrill of the Hunt for something you almost, universally only do when the Killer is somewhere else.
If you play Survivor enough you know most Hexes get cleansed when the Killer isnt around because they, you know, they can like see you cleansing it and interrupt you, either they dont play many Survivor or play against Killers that... I dont know how to say it, Id like to face those Killers instead of the sweatlords I have to face.
Killer mains are always crying "DEVS DONT PLAY KILLER!!" now, I dont know if they play Killer or not but seeing the perks Im damn sure they dont play Survivor at all, especially not Solo Queue.
they only play this game "casually" as in extreme noob mode.. lol they are clueless as i stated many times. they only read the comments on forums and pretend to know what's really going on in higher skill matches
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@MissKitty95 said:
Iron will, spine chill have been gutted :/
self care seems worst then before I didn’t no it was possible
corrupt intervention seems pointless
were going to live forever I like that I can put it on and get extra bp survior bp is really bad
i have used iron will for like 5 years it’s always been my go to perk due to the fact I hate hearing my surviour moan all the time
yeah that iron will change angers me so much. i need to use it just for the annoying sounds to be muted.
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@Ruma said:
Iron will should be 100% but only if you dont move, otherwise it should be 75% imo.
Also it should still work while exhausted.
this proposal is already 10000x better than what these devs had years for to think of. it baffles me to no extent how clueless they are
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@Aven_Fallen said:
Iron Will is dead. It is all or nothing, 75% is not worth the Perk Slot.
not only that, it will simply deactives while exhausted. this has been nerfed way way wayyyy too hard. it really angers me
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once again you see that these devs dont really know what's going on in matches, are they ? XD
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@Lycidas said:
I said it before and I'll say it again
An icon in the endgame screen is NOT ENOUGH to justify the efforts of players who have P3 on a character.
Really, we went from an EXCLUSIVE LEGACY SKIN to an icon that we may even not like and can't customize.
What the #########?
Give us bloodpoints or shards at this point, it would be a lot better and actually maybe feel worth the effort
100% this!!!!
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yep, its a slap in the face tbh. once again it proves they care more for newer players
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we'll see zero usage of wglf and bbq after the bp removal. iron will will be almost never used again since killers who use their ears will hear u regardless now. spine chill will only be used by beginner survivers who dont know it's garbage now. dead hard is hard to say cause we need to wait how it will look in game. oh yeah and borrowed time will be rare too, as survivors will think the ingame borrow time don't warrant the use of an extra borrowed time to just extent the time.
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might as well just not use the perk anymore. any decent killer that is using headphones and ears just will hear you regardless of the loudness of your grunts. 25% sound is still plenty loud enough to know you're in the area. very very bad change overall.
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all they did was nerf solo survivor which is already a miserable experience, and only slightly nerf the 4man squad swf. as per usual the solo is left on its own. poor new or casual survivors starting the game won't know what hit them.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015883#Comment_3015883
i think the user who did 30 second math is wrong. my current math is described as following.
Self-care healing speed.
16/(1-0.35)= 24.61 seconds
Self-care with botany knowledge
24.61/(1+0.5) = 10.66 seconds
circle of healing:
24.61/(1+0.5) = 10.66
self-care was buffed. not nerfed. as a result. circle of healing was buffed as well. self-care aspect is 5.4 seconds faster than its previous iteration which was 100%(16 second healing)
I have to double-check my math to make sure everything is correct though.
i think you interpreted the debuff wrong. it's a nerf from 50% of normal healingspeed to 35%, so a 15% extra penalty on top of the already 50% healing debuff. so its 16 sec / 0.35 (after nerf) = 45 sec
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015819#Comment_3015819
if it is slower, yes, but something doesn't add up. 35% from 50% reduction sounds more like a buff.
what do you mean with that last sentence?
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/3015766#Comment_3015766
Gen regress is:
Base (100%) regress is 4 seconds to = 1 second of time spent repairing (so 25% of the speed of repair). Example: 40 seconds of regression = 10 seconds repaired
Current Ruin is double this. So 20 seconds of regression is 10 seconds repaired.
Overcharge will be 1:1 regression (400%) after the 30 second mark, which is pretty great.
so bascially it will undo 1 second gen repair every second, which means after 90 sec a almost fully repeaired gen will be back to 0?
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@Devil_hit11 said:
I like nobody talking about Circle of healing nerf. 30 seconds to self-heal with circle of healing. everyone talking about how self-care is slower, but self-care aspect applies to circle of healing as it unlocks ability to self-care in its radius.
I didn't wanna say anything because once i saw self-care on list of perk changes. I knew it was coming.
wait... are you sure circle of healing is affect by this nerf too???
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3015560#Comment_3015560
Its much faster. You should try it. Haven´t stopped the time, but ranger medkit with bonus healing speed addon is fast.
i just tried it, its like super super fast to heal yourself and even faster when healing others. i had all the healing perks too including desperate measures. i think its around 5/6 seconds to heal yourself
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they should balance this perk a bit by making it only regress to 400% when the killer is away from the gen like 24 meters so giving the survivors a chance to get back to that gen
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can someone give me numbers on how fast (charges per second) the gen will regress?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3015433#Comment_3015433
Sometimes i run CoH + Botany + medkit with bonus healing speed for comical fast healing.
0.5*1.33+0.50+0.5=0.5*2.23=1.165 charges/sec= 16/1.165=13,73 sec.
Is that right?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3015433#Comment_3015433
Sometimes i run CoH + Botany + medkit with bonus healing speed for comical fast healing.
how fast ?
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/3015357#Comment_3015357
16 charges is just the base amount of charges it takes to heal, and then everything that changes heal speeds just alters the rate at which those 16 charges are reached. Buffs make you get to 16 charges faster, and debuffs make you get to 16 charges slower. In general, all the mechanics of dbd rely on charges, and the base rate is 1 charge per second, and then they set a value at which the action is completed. For healing it's 16 charges, for gens it's 80 charges (soon to be 90 charges), and so on.
perfect!!! thanks again a very clear answer!
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/3015066#Comment_3015066
I don't but here's how it works. All buffs are added together then multiplied by whatever rate your dealing with. Debuffs are just straight multiplied. So current SC takes 32s (16 charges/0.5 charges per second). Current SC + BK takes 24s (0.5 x 1.33 = 0.67 charges per second. 16 charges/0.67 charges per second = 24s). If you just added .33 to .5 you'd get 0.83 charges per second and a resulting heal speed of 13.28s, which 100% is not what happens in game.
Now if you have multiple buffs, say, current Botany + 1 stack of Desperate Measures + SC, then the buffs get added (.33 + .14 = .47), then multiplied (0.5 x 1.47 = 0.753), then 16 gets divided by that for a 21.8s heal.
By the way, since a buff is increasing the rate past 100%, you add up the bonuses in decimal form, then add 1 to it before you multiply.
wow that's a very clear and perfect explanation of the method to calcuate the healing speeds. thank you for this
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/3015207#Comment_3015207
In this example it's .5 + .33 for a 183% bonus or 1.83 in decimal from. 16charges/1.83charges per second is 8.74s. Your mistake from the other example is that you're not applying the sum of buffs to a debuffed value correctly. You don't add the buffs directly to a debuffed value. You add the buffs, then multiply that with the charge rate you're trying to figure out.
why do you take 16 charges? that's for like healing others then?
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3014963#Comment_3014963
Botany is not additive, it's multiplicative. SC + botany will be 30 seconds to self heal
if that's the case like nobody will ever run self care again. can you imagine 45 seconds borefest to heal yourself? even with botany knowledge it will still feel super slow. horrible nerf
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almost no one will run borrowed time anymore for the extra seconds off hook c ause most people will know and think "oh but there is a build in borrow time now - i can better use another perk".
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3014815#Comment_3014815
Sure, except now it lets you know to actively start looking since you know the killer can see you. Additionally, if it's a stealth killer, you're gonna have fewer cues to start looking without Spine Chill.
It's obviously weaker now. It was always going to be because it always needed to be. But it still has a use.
sounds more like a noob perk now. who doesnt look around while doing gens.
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@jesterkind said:
I don't see how. It now has a speciality; it's an anti-stealth perk.
Additionally, the LoS restriction means you'll know if the killer is actually looking at you instead of just approaching or in the general vicinity.
It was a perk that did too much already, I may not love the direction they went in but it clearly still has a use.
what do you mean? so the perk only activates when the killer sees you, and vice versa you see the killer.. which makes the perk totally useless?
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@PerfectlyPink said:
https://forum.deadbydaylight.com/en/discussion/comment/3014715#Comment_3014715
If you're doing anything other than that, then you aren't being tunneled
it won't stop the killer from tunneling you, it will continue chasing after that hit (and they also nerfed the speed boost after a hit) so yeah
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well, i really hate this change for iron will. i use it on every survivor because i just cant stand the grunts of pain. esp. with certain female survs. really annoying change. at least address the hook scream it serves no purpose and its extremely annoying too (give us an option to disable it and no i'm not gonna use a perk for that)
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@PerfectlyPink said:
https://forum.deadbydaylight.com/en/discussion/comment/3014494#Comment_3014494
Or you could run off the record for 80 seconds of endurance. Tunneling will be the worst possible choice if this perk becomes meta, which it should
off the record will deactive once you do any other action than just running around like a chicken
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/3014442#Comment_3014442
These are perks killers will still run.
corrupt could potentially last longer than what it is now depending on how long it takes to down someone.
ruin isn’t even run anymore as is because there are better perks
pop is still powerful combined with the 2.5% automatic gen loss upon kicking
2.5% gen loss per kick and 10 seconds longer to repair a gen.
the survivor meta was nerfed so hard no one will run those perks.
we do get the 5 second BT, but that won’t really stop tunneling, just extend it a little- yes, bravo bhvr. This definitely an update in favor of killers.
you couldn't have said it any better. esp. solo survivor has been hit hard with these changes